The whole point of Func_msgboard and QMap was to have discussion threads about level and game design, instead of just having lots of diluted and ultimately forgettable threads repeating the same questions about func_trains and other lower-level topics.

I ask this question because I was recently browsing the forum archive and reading some of the meatier and more interesting threads. If you know where to look, there is a veritable treasure trove of insight into anything from game length to the balance of rewards/punishment. Granted, not all of the discussion threads had quantifiable conclusions, but most people who participated should have come out with a better understanding of their own ideas and feelings on the subject matter.

Personally, I have gained a better understanding of my own thoughts on game length, replayability, and non-linear progression. For example: in a singleplayer game, I came to feel that a short game (5-10 hours) with deep gameplay would probably work exceptionally well if you were allowed to start the game over on a higher skill setting but keep all of the items and weapons you picked up at the end; but only for certain genres.

I have also benefitted from reading many peoples' comments on rewards and punishment in games. Although I did not come away from that discussion with specific ideas about the problem, I did gain a better understanding of its complexities.

From the feedback of my only release, I can say people like good lighting, plausible challenges, an intelligent layout, and clip brushes. I feel I have become a much better level designer from rhe feedback overall, although I'm not quite at the level I think I can be at.

So what have I learned? Spend time on your map, and get lots and lots of feedback before you release anything serious. I have learned patience is mandatory as a mapper, but the longer you take on a map the less interested you get; in essence, you have a balancing act between making a perfect map and having fun.

If it is your first day in the cells, it is important to take out the biggest guy and the rest will leave you alone.

Seriously, I believe in the concept of 'retention' but learning is something I doubt exists.

What have I retained? In designing levels you have to be patient with your own work and carefully seperate the wheat from the chaff. The slightest grains of the later can ruin the rest of what you have worked hard to build.

I've noticed most of my post over the past few months have been pithy and not very meaty; reflecting the limits on my time over the summer (which is actually a good thing from my pov), so my appologies RPG, as I would like to contribute more to your worthy discussion question than I can.

seriously. I'd say I've learned alot between both func_ and qmap. I mention qmap because that is around when I started mapping more seriously and I found those forums to be a pirates bounty of mapping help and ideas.

Func_ discussion has a more 'mature' (yes I use this word) standpoint on alot of things, this no doubt is related to it's population of 'veteran' gamer/mappers.

so What have I learned? That mapping is more than just slapping down brushes in a box room for 'fun' it's a fully rewarding experience, that is frustrating at times, yet somehow always worth it.

takes years to map, and then it ends in one flashable fawn...
felt great to map for Quake, but then realizing
my failures swept it all gone...
liked the knowhow of func_board, but moans for the Qmap without its selfishness strong...
people argue about maps like chess party settings drawn...
only the joy of the game can widthstand critism's gun...
shall go to heaven straightaway after crumbling
in this editor's dawn...
what I have learned will be my patience & gained know-how for otherone's so long...
pure enthousiasm is stronger than a perfekt designed gown...
better to die with the axe in my hand, than plenty of ammu for poor monster's grown...
I'd better start mapping, 'cause argues turn brown.

I started being a regular during the early QMAP days when mapping gods like headshot roamed amongst mortals and there weren't really any serious mapping sites/boards in existence. Pretty much everything I know about mapping I've learned from people in QMap, Func_ and #tf.

the main thing that attracted me here was getting help from the other mappers. yet, new releases.
i'm not sure what exactly i learned...maybe just got to know some people better, because their rants exposed their nature more ;)

and also, i've never created any single thread here and on qboard (apart from my map news). this means i suck at creating new discussons ;)

I Have Learned...

#12 posted by Mike Woodham [81.154.66.249] on 2004/09/19 14:25:20

...that I am probably the oldest contributor!

And that when I say my latest FMB is 4 weeks from completion, I lie. It has taken 4 months and will be on the streets soon.